Behind the Scenes: Medieval Fantasy Village
INTRODUCTION
Hello, my identify is Atilay Oznur and I’m a senior 3D artist from Turkey.
I’ve all the time wished to make video games since I used to be a baby once I performed my first sport and so, I moved in direction of this aim. At first, I started studying coding as a result of sport graphics weren’t very superior. Nevertheless, I later realized that software program growth wasn’t the best match for me. As sport graphics continued to enhance, I shifted my focus to studying graphic design by which I improved until college, after which I found the world of 3D. I enhanced myself in that area and got here to the purpose the place I’m now.
INSPIRATION
The primary motive why I began this undertaking was that I assumed there weren’t sufficient surroundings fashions in my portfolio, which led me to a search. After inspecting many surroundings ideas, I got here throughout this one by Etienne’s concept, and it utterly fascinated me. I’ve by no means completed a scene this complicated and full earlier than and I assumed this idea was precisely what I used to be on the lookout for.
PROCESS
Instruments
- Fspy
- Pureref
- Blender
- Maya
- Substance 3D Painter
- Unreal Engine 5
Fspy
As a result of the scene was so huge, it was crucial for this undertaking that I may seize the idea perspective as precisely as attainable. That is why I matched the attitude with the assistance of Fspy.
Block-out
After that, I despatched it into Blender and began creating easy shapes of buildings within the scene. To make this stage simpler and fewer complicated, I divided the scene into 3 components: entrance space, midfield, and background.
Modeling
After the blockout course of was accomplished, the overall type of the scene was clear and by taking a backup of that model (to make my job simpler whereas making the low polygon model of the ultimate mannequin later), I began to element the low poly fashions.
Sculpt
The detailing strategy of the fashions was over and it was time for the sculpting course of. Because the fashions could be stylized, Blender’s default brushes had been sufficient for me on this undertaking.
Texturing
I used Substance Painter for the textures. I uploaded the fashions with UVs turned on and separated them into materials teams instantly into Substance Painter as a complete scene and painted there.
Put together and Export
Because the fashions had been sport parts and I might be importing them into Unreal Engine, I moved their positions to zero, adjusted their pivots, exported them one after the other, and loaded them into the sport engine. Then, I put these fashions again into their correct locations within the sport engine scene.
An important factor I cared about in the course of the export section was that the fashions ought to be in a single piece as a lot as attainable in order that they might not create weight within the engine. Nevertheless, I stored some repetitive objects that will be animated separate, similar to bees. I uploaded them as a single mannequin and duplicated them within the engine.
Animation
I acquired assist from Maya for the animations of the cat and bee fashions. I ready a easy rig system and animated them in Maya however since such a course of was not required for the opposite objects, I made their animations within the sport engine.
Lighting and Rendering
To make sure that this was a sport undertaking, I made a decision on the very starting to make the renders utilizing Unreal Engine. After putting the fashions of their locations, I adjusted the lighting on the scene.
Plus, as within the idea, I created a fog in direction of the again in order that the objects within the background didn’t tire the eyes, after which I finalized the undertaking by giving a small animation to the digital camera.
RENDER: Medieval Fantasy Village
Thanks for studying!
In regards to the Artist
Atilay Oznur is a senior 3D artist from Turkey, specialised in character and surroundings modeling, and dealing for gaming firms.